Kick Off Table

d66 Result Effect
11 None: No Effect
12 None: No Effect
13 Weather: If the weather has a type roll a d6; 1-3 gets worse, 4-6 gets better. Increase or decrease by d3. If there is no type roll on the weather table and roll d4+2 for the new level of weather.
14 Weather: If the weather has a type roll a d6; 1-3 gets worse, 4-6 gets better. Increase or decrease by d3. If there is no type roll on the weather table and roll d4+2 for the new level of weather.
15 Bad Weather: If the weather has a type increase by d4+1. If there is no type roll on the weather table (reroll a ‘nice’ result) and roll d4+4 for the new level of weather.
16 Extreme Weather: If the weather has a type increase by d6+1. If there is no type roll on the weather table (reroll a ‘nice’ result) and roll d4+6 for the new level of weather.
21 None: No Effect
22 Weather: If the weather has a type roll a d6; 1-3 gets worse, 4-6 gets better. Increase or decrease by d3. If there is no type roll on the weather table and roll d4+2 for the new level of weather.
23 Weather: If the weather has a type roll a d6; 1-3 gets worse, 4-6 gets better. Increase or decrease by d3. If there is no type roll on the weather table and roll d4+2 for the new level of weather.
24 Cheering Fans: Both coaches roll d6 + Fan Factor + Cheerleaders. Highest score gains an extra re-roll this half. Home team wins ties.
25 Booing Fans: Each coach rolls d6 + Fan Factor + Cheerleaders. Lowest score loses a re-roll this half. Home team wins ties.
26 Fan Chant: Each coach rolls 2d6 + Fan Factor + Cheerleaders. Highest score gains a re-roll this half, low score loses a re-roll this half. Home team wins ties.
31 None: No Effect
32 Weather: If the weather has a type roll a d6; 1-3 gets worse, 4-6 gets better. Increase or decrease by d3. If there is no type roll on the weather table and roll d4+2 for the new level of weather.
33 Weather: If the weather has a type roll a d6; 1-3 gets worse, 4-6 gets better. Increase or decrease by d3. If there is no type roll on the weather table and roll d4+2 for the new level of weather.
34 Brilliant Coaching: Both coaches roll d6 + assistant coaches. High score gains an extra re-roll this half. Home team wins ties.
35 Excellent Coaching: Each coach rolls d6 + positional coaches. High score gains an extra re-roll this half. Home team wins ties.
36 Inspirational Coaching: Both coaches roll 2d6 + coaching staff. High score gains a re-roll this half. Low score loses a re-roll this half. Home team wins ties.
41 Weather: If the weather has a type roll a d6; 1-3 gets worse, 4-6 gets better. Increase or decrease by d3. If there is no type roll on the weather table and roll d4+2 for the new level of weather.
42 Weather: If the weather has a type roll a d6; 1-3 gets worse, 4-6 gets better. Increase or decrease by d3. If there is no type roll on the weather table and roll d4+2 for the new level of weather.
43 Bad Kick: The kick scatters 2d6 squares.
44 Great Kick: Before rolling scatter the kicking team selects either the d8 or the d6, and sets the value of this die. They then roll the second die to resolve the kick off.
45 “It’s come down with snow on top”: The ball is kicked so high that it comes down with snow on top, there is a –1 penalty on ball-handling for the subsequent turn. (note counts as Bad Kick in an indoor stadium).
46 Violent Kick-Off: The kicker launches the ball at an opponent on the line of scrimmage. Place the player prone and roll for armour.
51 Throw a Rock: Each coach rolls 2d6 + Fan Factor. Highest score’s fans throw a rock at a random opponent on the pitch, roll for damage. Home team wins ties.
52 Terrace Fight: Both coaches roll 2d6 + Fan Factor. Lowest score has their Fan Factor reduced by 1 permanently.
53 Scuffles: Scuffles hold up the game by d3 turns, move the turn counter along immediately.
54 Riot: Riots hold up the game by d6 turns, move the turn counter immediately.
55 Pitch Invasion: Each coach rolls 2d6 + Fan Factor, high score’s fans invade the pitch and injure d6 opponents on the pitch, roll for damage. Home team wins ties. Low score may roll 2d6 with 10+ reducing opponent’s Fan Factor by 1 point permanently.
56 Mass Invasion: Both sides invade the pitch, with effects as pitch invasion though all players and coaching staff may be injured and both sides may suffer Fan Factor loss. If a positional coach or apothecary is targeted then move straight to sigurd’s injury table. If assistant coaches or cheerleaders are targeted roll d6 to indicate how many are killed.
61 Get the Ref: Each coach rolls 2d6 + Fan Factor, highest score’s fans attack the ref. Home team wins ties. The winning team will not have any penalties called against them for the rest of the half.
62 Quick Snap: All players on the receiving team may immediately move up to one square ignoring tackle zones and set-up rules.
63 Perfect Defence: The kicking team’s coach may set up the defence again.
64 One-man Rush: The kicking team’s coach may select one player to take any action prior to the receiving team’s turn.
65 Blitz: The kicking team’s coach may take an extra turn prior to the receiving team’s turn.
66 Intervention of the Chaos Gods: An extra-planar being takes an interest in the game, roll d12 and consult the table below. Where the effects target a single team or player, roll a d6 to decide team 1-3 receiving, 4-6 kicking, and a d16 to determine player.
1 Perfect Storm: Roll on the weather table to determine a different weather type to the current one (reroll a ‘nice’ result). Roll d4+8 for the new level of weather. This weather occurs even in an indoor stadium.
2 Vortex Ball: At the end of each team’s turn the ball teleports 3 spaces in a random direction, taking any player holding the ball with it.
3 Time Warp: Move the turn counter back d3 turns (if this would take it below turn one the half should gain extra turns).
4 Transmogrification: A random player is replaced until the end of the drive by a beastman with the following additional mutations: Claw, Two Heads, Prehensile Tail. The player retains any skills they have already.
5 Randomizer Field: Both coaches may draw 2 new special play cards, one of which may be a magic item. The two special play cards must be discarded at the end of the drive.
6 Judgement Day: 3 random players are removed from the pitch and placed into their teams reserves box.
7 Blessing of Chaos: A random player may choose a new mutation to gain.
8 Chosen of Chaos: One team may immediately add a new unsigned player to their roster. The player may be signed instantly if the team has the funds. Roll a d6 to decided which player table they come from 1-3 Common, 4-5 Uncommon, 6 Roll a second d6: 1-5 Rare, 6 Ultra Rare.
9 Chaos Bomb: All players on the line of scrimmage are knocked over. Each of them is considered to be under the effects of the Random Event “Duh! Where am I?” for the rest of the drive.
10 Warriors of Chaos: Skaven, Human and Orc Lineman are changed into Chaos Warriors for the rest of the drive. They retain any skills they have already.
11 Children of Chaos: Zombies, Skeletons, Goblins, Halflings, Hobgoblins and Thralls are changed into chaos squigs for the rest of the drive. Their stats become 6 2 4 7, and they gain the skills Regenerate, Stunty and Dauntless. They retain any skills they have already.
12 Total Chaos: All players who are knocked out, badly hurt, seriously injured or dead are restored to perfect health. Along with any substitutes they are lined up in their own teams endzone. Placement is determined by the coaches in the same manner as normal set up.

Credit for this kick-off table to Brave Sir Robin and Learned Hand. Significant thanks to MadLordAnarchy for many of the ideas. Additional Modifications contributed by Johan Denerad and Cardinal Sin.

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Comments

Comments

OK, dude, here are my comments

Bad Weather - By greatly increasing the liklihood of bad weather you are penalising agility teams who rely on passing the ball. Is this really something you want to do?

66 Result

4 - too complicated. You have to roll alot of dice to generate your player
6 - Before you said that the 66 result was odd because it could basically decide a drive. This result could decide a game, as could 5 for that matter.
8 - This, on the other hand, can affect a season. I really don't think this is a good idea.
10 - Is the ubiquitous table linemen? Why not just make them CWs? It's just a big quicker
11 - Again, too complicated. If you want to make them something in particular, just say so.

I prefer the one we came up with before for 66. Lots of them did change a drive and heavily favour one team, but with the exception of a mutation it was only ever a drive and we balanced them to not penalise one type of team overall. The way they changed a drive was hilarious as well. I had a great time, even when the AG values were reversed and I was elves (now AG 3) playing against Lizards, (now 6469 and 8247) just because it was so fun. They were also simpler as a rule.

adjustments

You make a good point on bad weather, and no that isn't my intention, should i restructure to the original version or do you think we might find a way to restructure the weather table to make it more balanced?

The 66 stuff is crazy i agree, so i think changing it all so that it affects a single drive is better. i don't like the adjusting ag thing that much, but it might work better with the mixed teams.

4 is too complicated, will try to think of a better thing.

5 would two random events work?

6 might be ok if it just lasted a drive?

8 this is basically the same as i envision "that boy's got talent" working. it's very low probability of getting a good player. the mutation is just for giggles. would it be better without?

10+11 i'll make 'em change into a specific things and have it last only a drive, you're correct it would be simpler.

Suggestions

How about

4 - Gives you a specific player for a drive; I'd suggest a minotaur WITH the neg skill, as that's more chaotic and not too overbalanced (they're often liabilities)

5 - you could keep it the same but say they *have* to use them in the drive, as that could create a very interesting end-to-end drive

6 - sure

8 - I understand the low prob and all, but I think if somebody gets one it will just make other people envious. That said, team rating *will* adjust so maybe it should be left. How about saying he's already 2 years old, so he'll age a little faster. Could so the same with TBGT.

10 - all linos change into chaos warrirows?
11 - all linos turn into gutter runners with stunty and dauntless?

Changes

Have made the proposed changes now. Does it look better?

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